Word about the taverns is that there's to be a fairly high stakes Kruth game in Red's. The game is Merchant's Haul and more details can be found out IC.

The rules:

Kruth: Merchant's HaulMerchant's Haul is a variant of Suits, most common in Allanak. It is reputed to have been derived as the result of a Falish noble's quest for new card games. It is best played with an independent dealer or at least a dealer that can be trusted to deal straight onto the table and features "common" cards that are used by all of the players.

Play: Each player pays an ante into the pot then each player is dealt two cards, called their Stash. These two cards are the start of their five card hand and must be used. Based on the strength of their Stash, players may choose to bet, check, call, raise, etc... starting with a player dubbed First. Once the first betting round is complete, the dealer gathers up the pot and deals out the first three (of five) common cards onto the playing surface. These three cards are called "the Market". Another round of betting proceeds, starting with the same player as before.After the second betting round is complete, the dealer gathers up the pot and deals out the fourth (of five) common cards, called the "the Street". Another round of betting proceeds, starting with the same player as before.Again, after betting, the dealer gathers up the pot, and deals the last common card, "the Gate". After the Gate card is revealed, there is a final round of betting and players reveal their stash to determine who can make the highest scoring hand out of the their two-card Stash, plus three of the common cards. Each player may only use three of the common cards from the table.

Scoring: Point totals only count for the highest points of the matching suit in hand. For example: If the common cards revealed: the Wind of Kings, Wind of Fate, Stone of Fate, Water of Life and Water of Truth. The table would have (9) points in Wind, (0) points in Sun, (4) points in Stone, and (5) points in Water.If a player has a stash consisting of Wind of Deceit and the Stone of Life, they would have (1) point in Wind and (3) points in Stone in their stash, meaning they would want to play Wind as their suit: (1) from their Stash plus (9) from the table, giving them a final score of (10).

If there is a tie in points the tied players split the pot.

« Last Edit: July 02, 2017, 05:39:32 PM by whitt »

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Quote from: BadSkeelz

Ah well you should just kill those PCs. They're not worth the time of plotting creatively against.